Speed Tree Substitutes

boleyd

Well-known member
I have replaced my speed trees with a new series of hi resolution billboard trees from clam1952. Just to make sure I have no speed trees remaining, I blocked the two speed tree DLLs at bin/plugins. Obviously with anything visual this vegetation will not please everyone. But since it is on the DLC take a look. Lots of variety and a totally different looking tree and bush series.

92qm.jpg
 
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Thanks for posting, Dick. I just picked up all the trees, and quite a few other items by clam1952. I'm having stuttering trouble in the routes I'm working on, I find that replacing all those wind-blown trees fixes that. Not only speed trees, but assets that start with the word "tree", also some of the ultra treez do this. Hell, it's either this or buy a more powerful computer...
 
Thanks for posting, Dick. I just picked up all the trees, and quite a few other items by clam1952. I'm having stuttering trouble in the routes I'm working on, I find that replacing all those wind-blown trees fixes that. Not only speed trees, but assets that start with the word "tree", also some of the ultra treez do this. Hell, it's either this or buy a more powerful computer...

Set your frame rates in trainzoptions to 25. It helped my stuttering. Not 100% but at least 85%. Don't for get to first do a replace then block the speed trees in case you missed something like a small bush.
 
I must add my strong recommendation of the trees, hedges and bushes by clam1952. I've been busy downloading them during the last few days - then admiring them.

Ray
 
That's a first as I don't have a Web site, strictly DLS other than occasionally using mediafire temporarily when the DLS isn't working properly which incidentally it isn't at the present. There are some more Trees in todays downloads which were working and now are not plus I have a few more to upload.
 
I feel that the pointy thorn bush branch Speed Twee was the most lame attempt of the advancement to the game, as most are so utterly unrealistic, and have overly fat trunks and twee limbs, that quite oddly sway unrealistically back and forth in the breeze.
 
And, if you're moving at anymore than walking pace, you can't even tell they're moving. Considering how much damage they do to the fps on my laptop on the built-in routes on Trainz 2010, I'm not surprised at all that I'm putting so much effort into building my own routes and staying well clear of the ECML. It's a shame, actually. I really want to drive a Class 222/43/158 or even a high speed class 47/steam locomotive passenger service on a high speed line. The ECML would perfect, if not for these damned SpeedTreez.
 
The ones I really hate are the groups that the N3V monkeys planted then made them secrets so you have to pull them out one at a time.
Like a good ole Tasmanian boy I love to get the chainsaw out and rip into them.
cheers,
Mike
 
The ones I really hate are the groups that the N3V monkeys planted then made them secrets so you have to pull them out one at a time.
Like a good ole Tasmanian boy I love to get the chainsaw out and rip into them.
cheers,
Mike

Oh those things! I know exactly how you feel. I use the replace assets and replace them with single trees or some of the Russian Speed Tree groups which are awesome.


Pofig's Speed Trees don't move as much as the Ultra or built-in ones and they tend to work well. I've mixed both the Pofig and McGuirel's trees on my routes with great success.

Malc's trees do look nice and would work well for backgrounds where we don't need the pop-up Speed Trees appearing on the horizon.

John
 
Pofigs trees are great, lots of details but the problems with Speed Trees in Trainz are twofold

1) We're behind the rest of the planet on Speed Tree integration. A lot of these performance issues have long since been addressed by IDV it's just that it appears
that N3V hasn't upgraded their dependencies. We seem to be pre-release 5, of Speed Trees and since then, 5, 5.1 and now 6 have been released. Surprise :hehe:
2) Ottos fix to minimize the vector movements is great, I've been working with it and taking it a bit further and will still continue to tweak it further but I have no trouble
with them. But I agree the old scary tree that everybody keeps referring two should just be banished for everything except Halloween scenarios and of course the Drebreccen and Nyiregyhaza layout. For some strange reason they look good there. But the big problem is managing the instanciation and life-cycle of the objects in Trainz. I can see definite performance degradation even when shifting in and out of scenes (zoom) with performance lag and I think based on that, the implementation of Speed Tree rendering in Trainz is naive. For example in a scene with a lot of speed trees, zoom back out and watch your wait cursor dance on your screen sometimes like in my case, for minutes while Trainz tries to figure out what it needs to render. That coupled with the scene almost changing constantly it appears as though Trainz is creating new Speed Trees frame by frame and getting rid of the old instances just as quickly. In the image below there's only 17 speed tree types, therefore if they were to incorporate say, a flyweight pattern only 17 actual (concrete) Speed Tree instances would be necessary using the lightweght objects. https://en.wikipedia.org/wiki/Flyweight_pattern That's one mechanism but instantiating objects and disposing of them is very expensive so if performance is key here then keeping older instances around rather than disposing of them immediately may be also a good idea to look into.

Oh and late last night some of my Speed Tree performance work allowed me to get this result 40,785 at almost 13FPS. Otto's fix alone was about 10. The goal is to get it to at least 16 here.
jc04oAzH0LoGG.png
 
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Interesting information, Will. The fact that the trees are being redrawn constantly does put a big drag on the performance as I've noted many times before. The Speed Trees it seems, like all assets, are not cached and are loaded fresh each time the camera moves, causing the chunking and stuttering we see and feel as the assets are loaded again and again from disk. If, as you've mentioned, the assets were read and cached, and the instance object used like they are supposed to be, this would definitely speed things up. There is no need to reload the same 17 trees, or the same buildings again and again, if they are cached and ready to be pulled from the much faster RAM.

I saw your email last night and will be contacting you when I have a chance.
 
(...)
But I agree the old scary tree that everybody keeps referring two should just be banished for everything except Halloween scenarios and of course the Drebreccen and Nyiregyhaza layout. For some strange reason they look good there.
(...)

Hi!

Debrecen-Nyíregyháza route...
The original (non-builtin) route contain only billboard trees. I know personally the author of the layout, and nearly died of fright when he saw his "child" with these tree zombies in the game. The original map didn't contain any speed**** trees, and these trees weren't replaced by him. ;)
That's why I am a bit surprised that you like the zombie trees on this layout. :hehe: The original (non builtin) layout is much more realistic, and has much more FPS values without these zombie-trees.


Clam,
I also would like to say a big thank you for these masterpieces. I have only discovered them a few days ago, and I have fallen in love to these trees.
 
Yeah, big thanks from me as well to Malc for these trees, very nicely advertised by Dick in his 1st post, a lovely screenshot.

Cheerz. ex-railwayman.

EDIT: Attempting to obtain several of the assets on the DLS have been unsuccessful both through CMP and the DLS directly, it keeps coming up with an error message saying - No such file or directory. Can someone take a look please.


Bushes are -
KUID numbers 425700:101216 thru to 101219
KUID:425700:101170

These are all trees -

KUID numbers 425700:101132 and 101133
KUIDs 425700:101149 thru to 101159
KUIDs 425700:101232 thru to 101251
 
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Hi!

Debrecen-Nyíregyháza route...
The original (non-builtin) route contain only billboard trees. I know personally the author of the layout, and nearly died of fright when he saw his "child" with these tree zombies in the game. The original map didn't contain any speed**** trees, and these trees weren't replaced by him. ;)
That's why I am a bit surprised that you like the zombie trees on this layout. :hehe: The original (non builtin) layout is much more realistic, and has much more FPS values without these zombie-trees.

There's something about it, mile after mile of zombie trees. It makes me laugh and wonder what Hungary really is like. I've traveled all over Europe and when I get to Hungary (eventually) I expect now to see Zombie Trees!! :D
 
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